Pikeman Archive
Thread: Intimidation Question
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l2equiem
Mon Feb 16, 2004 2:21 am
#1
usually a lunge 1 until they kneel then a warcry would buy you some time and make up for the extra damage lost due to you rintimidation) Its 50% damage reduction when intimidated, so the lower the posture you can get them then warcry the better. Also you can KD then lunge two differnt timers. Warcry just forces them to stay in that kneeled or KDed state longer allowing you to do more dmg
Likaeus
Mon Feb 16, 2004 1:59 pm
#2
Hi,
Anyone know what the check is for a successful intimidation? Is it based on level difference or something else entirely? I usually hunt on Dant as a novice TKA (2/1/2/2, which mission terms seem to rate at level 18), unbuffed and no armor. I have no trouble taking down regular quenkers (level 23 mobs, yellow cons), butbarely survivea single voritor (level 22, white cons) when it lands intimidation on me (which is frequently). Just curious if anyone knows the mechanics of how intimidate works and what's involved in a success or resist? Also, any advice on tactics once you get intimidated, and have already used KD, so have 30 seconds to get beaten on before reuse? Any general advice on handling mobs that intimidate (aside from "don't attack mobs that intimidate")? I haven't seen any armor enhancements, skill tapes, BE items, or otherdrops that give a resist to intimidation. Seems to be one of theonly attack abilitiesthat doesn't have things that enhance or resist its effect.
Thanks for any information and advice!
Rinndalir03
Wed Jul 14, 2004 7:13 am
#3
Call me a n00b but I've recently discovered the wonderful world of intimidation
I created a looping macro for pet specials so my rancors and gurrecks keep intimidation on their targets throughout every fight. Needless to say, their tanking power has skyrocketed(my understanding is that an intimidated target has it's damage output cut in half). One question though... does intimidation have the same effect on ranged opponents? Thanks!
Galacium
Wed Jul 14, 2004 8:36 am
#4
It does. I would say intimidation is by far the best special that you can have on your pets. It works on nearly everything (although high level mobs are tricky to stick on) and it makes a massive difference in damage output.
Dodece
Wed Jul 14, 2004 8:39 am
#5
Yeah it works on ranged opponents, but I think it only works on specials not regular shots. The problem with useing intimidation. Is it will get a creature to flea alot. Chaseing something five hundred meters blows. Do not rely on it too heavily because it can backfire. Useing a pet on yavin one day and hit that special. Bam the critter my pet was fighting went into full run mode. Bam right into a cluster of other aggros. Needless to say the pet got incapped and so did I. Thankfully I was able to get out of the line of instant death by just getting far enough away when the creature used a range attack.
Be mindful of where you are. Before you use that attack. If you want a better attack to loop try stuning strikes. A stunned creature takes more damage when hit. So you and your pet can do more damage. Try to get a pet with two specials that way you can do two state attacks. To my knowledge intimidation will not stack. So doing it over and over is not helping you. The only thing that doing that might get you is increaseing the chance that what you are fighting will bolt.
Rinndalir03
Wed Jul 14, 2004 9:01 am
#6
Great replies, thanks a lot
I haven't noticed mobs fleeing more now, but I'll definitely watch for that.
I'm 99.9% sure that Intimidate works on regular and special attacks though. I was running Mokk missions on Dant Monday and usedwebmasters, rancors, and gurrecks(all wild). Webmasters have slightly more effective kinetic HAM than rancors and gurrecks. In every solo fight,my rancors and gurrecks kept the Mokks intimidated and took a lot less damage than my webmasters. It wasn'teven close. I tested it again last night on Dath against rancors, rhoa kwi, and Singing Mountain Clan and got the same results. My webmasters and toxic merek battlelords were put to shame by my rancors and gurrecks.
Btw, rancors really are great tanks. Their specials (Stun and Intimidate) give you the best of both worlds... increasing your damage output and cutting your target's damage output in half.
Seiryuu
Thu Jul 15, 2004 12:46 am
#7
Fleeing is not caused (directly) by special use. It is caused by the pet and creature trying to get to an ideal range.
Intimidate works on all attacks.
Stun gives a 20% damage reduction, and it stacks (additive) with Intimidate, for a total 70% reduction if both are in effect.
Intimidate works on all attacks.
Stun gives a 20% damage reduction, and it stacks (additive) with Intimidate, for a total 70% reduction if both are in effect.
MagicJar
Wed Aug 17, 2005 9:45 am
#8
Hello
Is there any numerical difference between intemidate and improved intemidate and if it exists what is it?
Also does Stunning attack atually work and how good is it?
Is there any reason to use Leg hit instead of Critical Strice or Imple?
thanks for all halp
Acaila
Wed Aug 17, 2005 1:12 pm
#9
- Is there any numerical difference between intemidate and improved intemidate and if it exists what is it?
- I can't test the basic Intimidate anymore, butImproved Intimidate reduces the opponent's damage by 20% for 45 seconds.
- Also does Stunning attack atually work and how good is it?
- It works just fine, but it doesn't reduce action regen as the tooltip used to say. Again, I can't test the basicStunning Blow, but Improved Stunning Blow reduces the opponent's damage by 10% for 40 seconds. It also reduces their defenses by a negligible amount.
- Is there any reason to use Leg hit instead of Critical Strice or Imple?
- Yes, to do decent damage withless action drain than those other two moves. Improved Critical Hit and Improved Impale have the same damage multiplier (1.8x), but the latter uses a bit less action of the two. Improved Leg Hit 'only' has a 1.5x multiplier, but it uses even less action than Improved Impale. If I want to go all out on damage I alternate Improved Critical Strike and Improved Impale, but that combo drains action quite fast. If I want to last forever and still do ok damage I alternate Improved Leg Hit and Melee Strike, this doesn't drain action at all since my regen keeps up with this combo almost indefinately.
stillnotforgotten
Thu Aug 18, 2005 11:43 pm
#10
i was under the impression it was 20 at basic and 40 at improved
Acaila wrote:
- Is there any numerical difference between intemidate and improved intemidate and if it exists what is it?
- I can't test the basic Intimidate anymore, butImproved Intimidate reduces the opponent's damage by 20% for 45 seconds.
- Also does Stunning attack atually work and how good is it?
- It works just fine, but it doesn't reduce action regen as the tooltip used to say. Again, I can't test the basicStunning Blow, but Improved Stunning Blow reduces the opponent's damage by 10% for 40 seconds. It also reduces their defenses by a negligible amount.
- Is there any reason to use Leg hit instead of Critical Strice or Imple?
- Yes, to do decent damage withless action drain than those other two moves. Improved Critical Hit and Improved Impale have the same damage multiplier (1.8x), but the latter uses a bit less action of the two. Improved Leg Hit 'only' has a 1.5x multiplier, but it uses even less action than Improved Impale. If I want to go all out on damage I alternate Improved Critical Strike and Improved Impale, but that combo drains action quite fast. If I want to last forever and still do ok damage I alternate Improved Leg Hit and Melee Strike, this doesn't drain action at all since my regen keeps up with this combo almost indefinately.
Acaila
Sat Aug 20, 2005 2:21 am
#11
Nope, it's -20% for 45 seconds at improved, and it has quite a sucky stick chance too. I believe the basic version lasts much shorter, probably around 20 seconds, but I'm too high lvl to check what the basic version does exactly.
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